/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
#include "g_local.h"


/*
=======================================================================
 
  SESSION DATA
 
Session data is the only data that stays persistant across level loads
and tournament restarts.
=======================================================================
*/

/*
================
G_WriteClientSessionData
 
Called on game shutdown
================
*/
void G_WriteClientSessionData( gclient_t *client )
{
    const char	*s;
    const char	*var;

    s = va("%i %i %i %i %i %i %i",
           client->sess.sessionTeam,
           client->sess.spectatorTime,
           client->sess.spectatorState,
           client->sess.spectatorClient,
           client->sess.wins,
           client->sess.losses,
           client->sess.teamLeader
          );

    var = va( "session%i", client - level.clients );

    Cvar_Set( var, s );
}

/*
================
G_ReadSessionData
 
Called on a reconnect
================
*/
void G_ReadSessionData( gclient_t *client )
{
    char	s[MAX_STRING_CHARS];
    const char	*var;

    // bk001205 - format
    int teamLeader;
    int spectatorState;
    int sessionTeam;

    var = va( "session%i", client - level.clients );
    Cvar_VariableStringBuffer( var, s, sizeof(s) );

    sscanf( s, "%i %i %i %i %i %i %i",
            &sessionTeam,                 // bk010221 - format
            &client->sess.spectatorTime,
            &spectatorState,              // bk010221 - format
            &client->sess.spectatorClient,
            &client->sess.wins,
            &client->sess.losses,
            &teamLeader                   // bk010221 - format
          );

    // bk001205 - format issues
    client->sess.sessionTeam = (team_t)sessionTeam;
    client->sess.spectatorState = (spectatorState_t)spectatorState;
    client->sess.teamLeader = (qboolean)teamLeader;
}


/*
================
G_InitSessionData
 
Called on a first-time connect
================
*/
void G_InitSessionData( gclient_t *client, char *userinfo )
{
    clientSession_t	*sess;
    const char		*value;

    sess = &client->sess;

    // initial team determination
    if ( g_gametype->integer >= GT_TEAM )
    {
        if ( g_teamAutoJoin->integer )
        {
            sess->sessionTeam = PickTeam( -1 );
            BroadcastTeamChange( client, -1 );
        }
        else
        {
            // always spawn as spectator in team games
            sess->sessionTeam = TEAM_SPECTATOR;
        }
    }
    else
    {
        value = Info_ValueForKey( userinfo, "team" );
        if ( value[0] == 's' )
        {
            // a willing spectator, not a waiting-in-line
            sess->sessionTeam = TEAM_SPECTATOR;
        }
        else
        {
            switch ( g_gametype->integer )
            {
            default:
            case GT_FFA:
            case GT_SINGLE_PLAYER:
                if ( g_maxGameClients->integer > 0 &&
                        level.numNonSpectatorClients >= (unsigned int)g_maxGameClients->integer )
                {
                    sess->sessionTeam = TEAM_SPECTATOR;
                }
                else
                {
                    sess->sessionTeam = TEAM_FREE;
                }
                break;
            case GT_TOURNAMENT:
                // if the game is full, go into a waiting mode
                if ( level.numNonSpectatorClients >= 2 )
                {
                    sess->sessionTeam = TEAM_SPECTATOR;
                }
                else
                {
                    sess->sessionTeam = TEAM_FREE;
                }
                break;
            }
        }
    }

    sess->spectatorState = SPECTATOR_FREE;
    sess->spectatorTime = level.time;

    G_WriteClientSessionData( client );
}


/*
==================
G_InitWorldSession
 
==================
*/
void G_InitWorldSession( void )
{
    char	s[MAX_STRING_CHARS];
    int			gt;

    Cvar_VariableStringBuffer( "session", s, sizeof(s) );
    gt = atoi( s );

    // if the gametype changed since the last session, don't use any
    // client sessions
    if ( g_gametype->integer != gt )
    {
        level.newSession = qtrue;
        Com_Printf( "Gametype changed, clearing session data.\n" );
    }
}

/*
==================
G_WriteSessionData
 
==================
*/
void G_WriteSessionData( void )
{
    unsigned int i;

    Cvar_Set( "session", va("%i", g_gametype->integer) );

    for ( i = 0 ; i < level.maxclients ; i++ )
        if ( level.clients[i].pers.connected == CON_CONNECTED )
            G_WriteClientSessionData( &level.clients[i] );
}
